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{{Infobox orc clan
 
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{{classnav}}
|name = Shadowmoon clan
 
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{{tocright}}
|banner = Shadowmoon.jpg
 
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{{this|the hero class in [[World of Warcraft: Wrath of the Lich King]]}}
|leader = [[Illidan Stormrage]]
 
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{{redirect|DK|the old PvP mechanic|Dishonorable Kill}}
|pastleader = [[Ner'zhul|Elder Shaman Ner'zhul]]
 
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|color = Black
 
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[[File:Swagdog Custom T-shirt Death Knight Class Icon.jpg|thumb| New Class Icon]]
|domain = [[Shadowmoon Valley]], [[Hellfire Citadel]]
 
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[[Blizzard Entertainment|Blizzard]]'s original '''death knight''' concept was that of an undead spellcaster unit which made its initial appearance in ''[[Warcraft II: Tides of Darkness]]''.<ref>{{ref web
|status = Active
 
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|url=http://classic.battle.net/war2/units/deathknight.shtml
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|publisher={{Blizz}} Blizzard
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|accessdate=2009-06-20
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|title=Death Knight}}</ref> This death knight could be more accurately described as a horseback-mounted lich rather than the traditional undead warrior. Years later, Blizzard introduced a new death knight hero unit in ''[[Warcraft III: Reign of Chaos]]'', and this second rendition was revised to reflect the general characteristics of the more traditional death knight design.<ref name="warcraftIII"/> To understand the key differences between these two different generations of death knight, see the "Lore" section located further down this page. The death knight was later adapted as a [[prestige class]] within the ''[[Warcraft RPG]]'' and they were former [[paladin warrior]]s.<ref>{{ref book |author=Metzen, Chris |authorlink=Chris Metzen |coauthors=Bob Fitch, Luke Johnson, Seth Johnson, Mur Lafferty, James Maliszewski |title=[[Alliance & Horde Compendium]] |isbn=9781588460639 |pages=24}}</ref> It is the Warcraft III version of the death knight that became the first [[hero class]] in ''World of Warcraft'' and was introduced in the ''[[World of Warcraft: Wrath of the Lich King]]'' expansion.
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==Talents==
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{{main|Death knight talents}}
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Death knight talents are split into 3 trees, orginally each of them were fully capable of supporting either a tanking or DPS melee role, however that is no longer the case:
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*'''Blood:''' Tanking Tree. This tree primarily amplifies the death knight's melee spells, weapons, and abilities; and has a prominent health-regeneration theme
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*'''Frost:''' This tree has many control elements, with a strong critical-strike/bonus-damage theme, as well as several talents that improve physical-damage mitigation.
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*'''Unholy:''' This tree has a heavy focus on diseases and related abilities, as well as improving summoned minions. Also has AoE, spell damage shielding, and mobility-improvement sub-themes.
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==Lore==
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Death knight is a name shared by several [[death knight organizations|organization]]s of powerful necromancers. These orders share a few things in common, including riding horses with horned skulls and many of the same abilities. Playable death knights, however, are specifically death knights of the [[Scourge]].
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===Immortal Soldiers of the Horde===
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[[Image:Deathknight2.jpg|thumb|''Death Knight'' by [[Red Knuckle]].]]
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[[Image:Dwarf death knight.jpg|thumb|Dwarf death knight]]
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[[Image:Deathknight-fromofficialsite.jpg|thumb|Human death knight]]
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[[Image:Deathknighttrailer.jpg|thumb|Death knight as depicted in a teaser (very early concept).]]
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{{main|Death knight (Warcraft II)}}
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The original death knights were created for [[Orgrim Doomhammer]] by [[Gul'dan]] as powerful soldiers of the [[Horde]]. These death knights were created by placing the souls of the slain warlocks of the [[Shadow Council]] into the corpses of fallen [[Stormwind]] knights, the first of whom was [[Teron Gorefiend]]. Unlike modern death knights of the Scourge, these ghoulish fiends were not battle hardened warriors; they were insidious necromancers who possessed superior intellect and tremendous magical power. They often favored the use of terror tactics and reanimated the corpses of enemy soldiers who fell in battle to serve them as mindless undead minions.
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Most of these death knights were destroyed during and after the [[Second War]], either killed by the [[Alliance]] or transformed into [[lich]]es by [[Kil'jaeden]].
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===Champions of the Lich King===
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Years after the destruction of [[Draenor]], the immensely powerful [[Lich King]] created a new breed of death knights: malevolent, rune-wielding warriors of the Scourge. The first and greatest of these was the Lich King's chosen champion, Prince [[Arthas Menethil]], once a mighty paladin of the [[Silver Hand]], who sacrificed his soul to claim the runeblade [[Frostmourne]] in a desperate bid to save his people. The rest are primarily made up of other fallen [[paladins]] whose souls were twisted and bound to the will of the [[Frozen Throne]] <ref name="warcraftIII">{{ref web
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|url=http://classic.battle.net/war3/undead/units/deathknight.shtml
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|title=Death Knight
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|publisher={{Blizz}} Warcraft III
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|accessdate=2009-06-20}}</ref>.
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Unlike Gul'dan's death knights, these dark champions do not possess free will and their minds are inexorably entwined with and dominated by the Lich King's vast consciousness. Despite the heavy costs of free will, some powerful mortals are intrigued by the promise of immortality and pledge their souls freely into the Lich King's service to achieve it. ([[Baron Rivendare]] is an example of this).
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In the years since Arthas shattered the Frozen Throne and merged with the Lich King, the power and fury of the death knights has only grown. Now these unrelenting crusaders of the damned eagerly await the Lich King's command to unleash their fury on Azeroth once again. Unlike death knights of the Old Horde, the [[Scourge]]'s death knights are not limited to their use of ranged spell casting abilities. However, both generations are equally destructive and terrifying to engage in the field of battle.<ref>{{ref web
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|url=http://www.worldofwarcraft.com/wrath/features/deathknight/lore.xml
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|title=Death Knight Lore
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|publisher={{Blizz}} Blizzard
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|accessdate=2009-06-20}}</ref>
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===The Ebon Blade===
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A new group of death knights, the [[Death knights of Acherus]], was later created by the Lich King to garrison the [[necropolis]] of [[Acherus: The Ebon Hold]] for the ultimate purpose of assaulting [[Light's Hope Chapel]] and destroying the [[Argent Dawn]]. In the ''[[Wrath of the Lich King]]'' expansion, these death knights are freed from the will of the Lich King and ally themselves with their former factions. Working closely under the guiding blade of [[Highlord Darion Mograine]] and the bolstered [[Argent Crusade]], the newly-freed death knights have begun their march to Northrend.
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The [[Knights of the Ebon Blade]] is a faction consisting of the renegade death knights that broke free of the Lich King's control after the battle of Light's Hope Chapel (in other words, player-created death knights). Led by [[Highlord Darion Mograine]], the Knights of the Ebon Blade have allied themselves with the Alliance and the Horde with the help of [[Highlord Tirion Fordring]] of the [[Knights of the Silver Hand]], and have pledged to do their part in defeating their former master, the Lich King. Their main base is Acherus: The Ebon Hold, taken from the Scourge after breaking free. It should be noted that the Knights of the Ebon Blade are not a separate player faction such as the Alliance and Horde. For the purposes of gameplay, player-created death knights still belong to either the Alliance or Horde depending on their race.
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=== Notable death knights ===
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==== Horde ====
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*{{Neutral}}{{RaceIconExt|Teron}} [[Teron Gorefiend]] (The first Death Knight created by [[Gul'dan]])
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*{{Neutral}}{{RaceIconExt|UndeadDeathKnight}} [[Ragnok Bloodreaver]]
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*{{Neutral}}{{RaceIconExt|UndeadDeathKnight}}[[Gaz Soulripper]]
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==== Scourge ====
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*{{Neutral}}{{RaceIconExt|ArthasDK}} [[Arthas Menethil]] (Former {{RaceIconExt|LichKing|Small}} [[Lich King]]; slain by the forces of the [[Ashen Verdict]])
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*{{Neutral}}{{RaceIconExt|Mograine}} [[Alexandros Mograine]] (Former leader of the [[Four Horsemen]]; freed from undeath by his [[Darion Mograine|son]])
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*{{Neutral}}{{RaceIconExt|DeathKnight}} [[Baron Rivendare]] (Former leader of [[Stratholme]]; leader of the [[Four Horsemen]])
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*{{Neutral}}{{RaceIcon|Cultist|Male|Small}} [[Lord Alexei Barov]] (Former owner of [[Caer Darrow]], [[Brill]], [[Southshore]], and [[Tarren Mill]])
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*{{Neutral}}{{RaceIconExt|Deathbringer}} [[Dranosh Saurfang]] (Known as the [[Deathbringer Saurfang|Deathbringer]], slain during the [[Battle of Angrathar the Wrathgate]] and raised into undeath)
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*{{Horde}}{{RaceIconExt|Trag}} [[Trag Highmountain]] (Raised into undeath by the [[Orb of Ner'zhul]])
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==== Ebon Blade ====
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*{{Neutral}}{{RaceIconExt|Darion}} [[Darion Mograine]] (Highlord of the Ebon Blade)
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*{{Horde}}{{RaceIcon|BloodElfDeathKnight|Male}} [[Koltira Deathweaver]] (Horde representative)
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*{{Alliance}}{{RaceIcon|HumanDeathKnight|Male}} [[Thassarian]] (Alliance representative)
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== Hero Class Overview ==
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Death knights in [[Wrath of the Lich King]] are a new class mirroring their previous incarnations. While boasting powerful melee abilities, as well as plate armor, these warriors supplement their strength with dark magic. Calling upon a [[rune system]] of magic, the death knight may summon unholy, blood, and frost spells. The criterion for creating a death knight is the existence of a level 55+ character on the player's account on any realm<ref>http://www.worldofwarcraft.com/wrath/features/deathknight/gameplay.xml</ref>.
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=== Unlocking your death knight ===
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{{main|Starting a death knight}}
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The death knight is the first hero class in ''World of Warcraft''. The death knight will start at level 55 in [[Acherus: The Ebon Hold]] over the [[Eastern Plaguelands]], with multiple spells and abilities ready to use, and a set of {{quality|uncommon}} gear. When you leave Ebon Hold, you will have a full set of {{quality|rare}} gear ready for Outland. Through the [[Death knight quests|death knight-specific quests]] in this necropolis and the surrounding areas, the character learns to master the power of the death knight and learns to use this new power for the will of the [[Lich King]]. Quests will take them outside the necropolis and into an area within the [[Scarlet Enclave]].
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Players can create one death knight per realm, so long as they have a level 55 character already and the ''Wrath of the Lich King'' on their account. There are no racial limitations for creating your death knight.
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=== The Rune System ===
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[[Image:Runes1.jpg|thumb|Runes as shown at BlizzCon 2007 (outdated).]]
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[[Image:Betaframe.jpg|thumb|Early beta frame removed due to pet difficulties (outdated).]]
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[[File:Death Knight portrait with runes.png|thumb|The final frame art used since WotLK public release.]]
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The death knight uses a unique [[Rune system|rune-based resource system]] to govern his/her spells and abilities. Three rune types exist: blood, frost, and unholy, each with an attached color and symbol. Using certain abilities exhausts one or more runes, starting a [[cooldown]] of 10 seconds. When both runes of a particular type are used, the second rune does not begin its cooldown until the first one finishes. The death knight can use spells to turn a rune into a Death Rune, which can be used as a blood, frost, or unholy rune. In addition, whenever the death knight uses a rune ability against a foe, it builds up a certain amount of [[Runic Power]]. This Runic Power is only used by a few abilities.<ref>{{ref web
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|url=http://www.tentonhammer.com/node/32704
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|title=World of Warcraft: An In-Depth Look at the death knight
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|author=[http://www.tentonhammer.com/user/4463 Cody Bye]
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|publisher=Ten Ton Hammer
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|date=May 9th, 2008
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|accessdate=}}</ref> All abilities that use Runic Power use a set amount, like [[Death Coil (Death Knight)|Death Coil]]. Death knights cannot reallocate the number and type of runes - they are fixed to two runes of each type.<ref>http://forums.worldofwarcraft.com/thread.html?topicId=8202574912&pageNo=1&sid=2000#10</ref>
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The original player frame for death knights shown at BlizzCon was changed as feedback showed it was not ideal for displaying rune power for players.
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[[Runeforging]] is a profession available only to death knights, providing permanent weapon enchants. The enchants work just like the permanent weapon enchants provided by [[Enchanting]], but are self-only and are designed specifically to benefit the death knight class. These are independent of the rune resource system.
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===Character's Role===
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[[File:JarrodGravon.jpg|thumb|Jarrod Gravon, a worgen death knight.]]
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In general, the death knight can be considered a hybrid melee class that combines damage dealing and tanking, somewhat akin to Warriors. They wear plate armor and are able to dual-wield or use two-handed weapons. Like druids, they tank without shields. Their tanking mechanics involve high armor and a high chance to dodge and parry a,d.<ref>{{ref web
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|url=http://pc.gamespy.com/pc/world-of-warcraft-wrath-of-the-lich-king/872730p1.html
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|author=Gerald Villoria
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|title=Enter the Death Knight
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|date=May 9, 2008
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|accessdate=2009-06-20
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|publisher=GameSpy}}</ref> Death knights tanks depend on a combination of high damage abilities, in addition to high threat abilities, such as [[Death and Decay (death knight ability)|Death and Decay]] and [[Rune Strike]], to generate and hold [[aggro]].
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Like every other class, the death knight has three different talent trees that enhance certain aspects of his or her specialties. In patch 4.0.1, the Blood Tree has been defined as the tanking tree, while the Frost and Unholy trees are used for DPS. Also introduced in this patch are Mastery Bonuses; each tree has a set of unique mastery bonuses, a long with a special ability, that are only available after putting talent points in the tree and training them at your class trainer.
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'''[[Death knight talents|Blood]]''' enhances the death knight's tanking abilities and provides new abilities to use, such as [[Bone Shield]] and [[Vampiric Blood]]. As the name suggests, the special abilities it grants through talents are based on the [[Blood Rune]]s. Blood also provides healing utility to party and raids and has some very useful debuffs, such as [[Scarlet Fever]], as well as providing a raid-wide 10% attack power buff ([[Abomination's Might]]).
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Blood Mastery:
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Ability Provided: [[Heart Strike]]: A cleaving weapon strike.
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[[Veteran of the Third War]]: Provides expertise and stamina bonus.
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[[Blood Rites]]: Death rune generating ability.
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[[Vengeance]]: Attack power bonus based on damage received.
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[[Blood Shield]]: Damage absorption shield based on damage healed by [[Death Strike]].
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'''[[Death knight talents|Frost]]''' enhances the dual-weapon and two-weapon DPS abilities. It provides some very powerful direct damage abilities like [[Frost Strike]] and [[Howling Blast]]. Parties and Raids also benefit from this talent tree by gaining a 10% melee attack haste from [[Improved Icy Talons]], as well as a 4% increased physical damage debuff [[Brittle Bones]].
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Frost Mastery:
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Ability Provided: [[Frost Strike]]: A powerful weapon strike that uses runic power.
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[[Icy Talons]]: Increases weapon speed.
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[[Blood of the North]]: Death rune generating ability.
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[[Frozen Heart]]: Increases damage of Frost abilities.
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'''[[Death knight talents|Unholy]]''' enhances the death knight's diseases and damage over time spells. It also provides the death knight with a [[ghoul]] who is a permanent [[pet]], a [[gargoyle]] guardian he or she can [[summon]], and stronger [[disease]]s. Raid and party utility is granted by a 8% increased magic damage debuff [[Ebon Plaguebringer]].
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Unholy Mastery:
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Ability Provided: [[Scourge Strike]]: A powerful strike that causes shadow damage.
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[[Master of Ghouls]]: Turns your ghoul into a pet, much like a Hunter.
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[[Reaping]]: Death Rune generating ability.
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[[Unholy Might]]: Increases your strength.
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[[Dreadblade]]: Increases damage of Shadow abilities.
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===Runeforging===
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{{main|Runeforging}}
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[[Image:Runeforge.jpg|thumb|Runeforge]]
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Runeforging allows the death knight to permanently enchant their weapon. These enchants act as a replacement for the stat enhancements provided by shields or ranged weapons, which death knights cannot wear.
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A weapon can have an enchant from either runeforging or from [[Enchanting]], but not both together (the runeforging enchants are always better). A player will have to be near a [[runeforge]] in order to forge a rune onto their weapon. Once a weapon has been engraved with a rune it is impossible for the rune to be removed, though it can be changed at a runeforge. Also even if it is not soulbound, once a weapon has been engraved with a rune it is impossible for that weapon to be traded.
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== Races ==
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[[File:BloodChill.jpg|thumb|A worgen death knight versus a forsaken spellcaster.]]
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{{main|Death knight races}}
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The death knight class can be played by all races, with the following stats:
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{{:Death knight races}}
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==Cataclysm changes {{Cata-inline}}==
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===Tanking as blood===
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{{Bluepost|poster=Ghostcrawler|title=Death Knights will tank as Blood in Cataclysm|date=04/06/2010 02:45:04 PM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24038461060&sid=1&pageNo=1|body=
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We're doing our Cataclysm preview on the death knight changes later this week, but we knew one change risked overshadowing all the others, so we figured we'd go ahead and drop the proverbial Blood bomb today.
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In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.
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We’ll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.
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Why the about face? We actually thought the “tri tank” experiment worked out okay. We suspected there would always be a “best” tanking tree, because that’s the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.
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A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it’s safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).
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It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn’t focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, “I look at the Protection tree and I’m jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents.” Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.
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In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.
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This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.
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More exciting death knight news coming up soon in the preview.
 
}}
 
}}
   
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===General preview===
The '''Shadowmoon clan''', also known as '''Shadow Moon clan''',<ref>''[[Horde Player's Guide]]'', 172</ref> was led by the [[orc]] [[shaman]] [[Ner'zhul]], and was the most powerful [[clan]] on [[Draenor]] prior to the world's destruction. Named for the [[Shadowmoon Valley]] in which it was based, the clan was very heavily influenced by shamanistic traditions, like all orcish clans at that time. Although the Shadowmoon clan practiced traditional orc shamanism, their leader, Ner'zhul practiced a much darker version of shamanism, that was heavily influenced by [[Warlock]] magic, a result of Ner'zhul's trafficking with [[Kil'jaeden]], a demon of immense power.
 
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{{Bluepost|poster=Zarhym|title=Cataclysm Class Preview: Death Knight|time=04/08/2010 05:59:39 PM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24262356308&sid=1|body=
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World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. In this preview, you'll get a glimpse at some of the new abilities, spells, and talents in store for the death knight class, along with an early look at some improvements we plan to make to the rune resource system.
   
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====New Death Knight Abilities====
Kil'jaeden had the objective of turning the orcs into a [[Horde (pre-Thrall)|Horde]] of blood-thirsty creatures to satisfy the [[Burning Legion]], a powerful force bent on the destruction of various worlds in the [[Great Dark Beyond]]. Ner'zhul later realized what Kil'jaeden was doing, and attempted to halt the orcs' corruption. His efforts were in vain, as his own student, [[Gul'dan]], continued Kil'jaeden's schemes to horrifying success.
 
   
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;[[Outbreak (death knight ability)]] (level 81): Outbreak infects the target with both [[Frost Fever]] and [[Blood Plague]] at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.
The Shadowmoon clan was the major force in the conflicts following the conclusion of the Second War, conducting raids on Azeroth to procure various artifacts — the [[Book of Medivh]], [[Skull of Gul'dan]], [[Jeweled Scepter of Sargeras]], and [[Eye of Dalaran]]. Ner'zhul attempted to open portals to other worlds, but the energy released tore Draenor apart. Ner'zhul and his select followers escaped through one of the portals into the [[Twisting Nether]], leaving the remainder of the clan behind, presumably to die.
 
   
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;[[Necrotic Strike]] (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.
However, the remainder of the Shadowmoon clan somehow managed to survive the destruction of Draenor, and became [[fel orc]]s in the service of [[Magtheridon]]. When Magtheridon was toppled by [[Illidan Stormrage]] during the siege of the [[Black Temple]], the Shadowmoons became part of his armies.
 
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:This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.
   
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;[[Dark Simulacrum]] (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike [[Spell Reflection]], Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.
==In World of Warcraft==
 
The fel orcs of the Shadowmoon clan are primarily spell-casters — to be more specific, warlocks. Shadowmoon warlocks under [[Keli'dan the Breaker]] appear to be the jailors of Magtheridon deep inside [[Hellfire Citadel]]'s [[Blood Furnace]], and the area is manned by Shadowmoon technicians and adepts using the blood of Magtheridon to turn captured [[Mag'har]] orcs into new fel orcs. The Shadowmoon warlocks can also be found inside the [[Shattered Halls]].
 
   
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====Rune System Changes====
The other major concentration of the Shadowmoon clan outside of Hellfire Citadel is at the Black Temple itself, on the [[Ata'mal Terrace]]. There they hold the [[Heart of Fury]], one of the shards of the [[ata'mal crystal]]. The fel orcs, along with the blood elves in the [[Ruins of Karabor]], on the Temple's south battlements, are found inside the Temple itself, in the direct service of their demon-crazed master. Many other Shadowmoons also serve [[Teron Gorefiend]] at [[Gorefiend's Vigil]].
 
   
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While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.
The orcish guards in [[Shadowmoon Village]], now members of the reformed [[Horde]] under [[Thrall]], are likely the last uncorrupted members of the Shadowmoon clan.
 
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* In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
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* A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.
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* Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.
  +
* The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each.
  +
* As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.
   
  +
====Talent Changes====
It is said that the first Liches of the [[Scourge]] were Warlocks followers of Ner'zhul, heavily implying they were former members of this clan.
 
   
  +
Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform.
==Known members==
 
  +
{|class="darktable sortable"
 
  +
* One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.
  +
* Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
  +
* Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see [[Vampiric Blood]] and [[Will of the Necropolis]] remain, while [[Bone Shield]] will move over from Unholy.
  +
  +
====Mastery Passive Talent Tree Bonuses====
  +
  +
;Blood
  +
#Damage reduction
  +
#Vengeance
  +
#Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
  +
  +
;Frost
  +
#Melee damage
  +
#Melee Haste
  +
#Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.
  +
  +
;Unholy
  +
#Melee damage
  +
#Melee and spell critical damage
  +
#Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.
  +
  +
;Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.
  +
  +
You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.
  +
  +
We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
  +
}}
  +
  +
==Concept artwork==
  +
<gallery>
  +
Image:Death Knight06.jpg|Death knight concept art
  +
Image:Death Knight02.jpg|Death knight concept art
  +
Image:DeathKnightRaneman2.jpg|Death knight art by [[Raneman]]
  +
Image:DeathKnightRaneman.jpg|Death knight art by [[Raneman]]
  +
Image:DeathKnightRaneman colored.jpg|Death knight art by [[Raneman]]
  +
</gallery>
  +
  +
==Videos==
  +
{| class="darktable"
  +
|- valign=top
  +
! colspan=2 | New abilities and talents preview by [http://www.youtube.com/tgnWorldofWarcraft TGN]
 
|-
 
|-
  +
! Part 1 || Part 2
!Name!!Role!!Status!!Location
 
 
|-
 
|-
  +
! <youtube>X-O1g25QP-I</youtube>
|{{Horde}}{{RaceIconExt|Dentarg|Small}} [[Dentarg]]
 
  +
! <youtube>3bJqBAu3N4c</youtube>
|Enforcer and Right hand of Ner'zhul
 
  +
|}
|Deceased
 
  +
{| class="darktable"
|[[Hellfire Citadel]]
 
  +
|- valign=top
  +
! colspan=2 | DPS Rundown by [http://www.youtube.com/tgnWorldofWarcraft TGN]
 
|-
 
|-
  +
! Frost || Unholy
|{{Neutral Icon Small}}{{RaceIconExt|Gul'dan|Small}} [[Gul'dan]]
 
|Former member
 
|Deceased
 
|Unknown
 
 
|-
 
|-
  +
! <youtube>GREmV_ml9LM</youtube>
|{{Combat Icon Small}}{{RaceIcon|FelOrc|Male|Small}} [[Keli'dan the Breaker]]
 
  +
! <youtube>wqyj8bxMZlE</youtube>
|Guardian of [[Magtheridon]]
 
  +
|}
|Killable
 
  +
|[[Blood Furnace]], [[Hellfire Citadel]]
 
  +
  +
{| class="darktable"
 
|-
 
|-
  +
! Death knight intro !! WotLK Beta
|{{Neutral Icon Small}}{{RaceIconExt|Ner'zhul|Small}} [[Ner'zhul]]
 
|Leader (penultimate), former member
 
|Became the [[Lich King]]
 
|[[Icecrown Citadel]]
 
 
|-
 
|-
  +
|<youtube>3ZZEvRo2eFo</youtube><!--Can't seem to find any without nameplates active. Replace if you do.-->
|{{Combat Icon Small}}{{RaceIcon|FelOrc|Male|Small}} [[Grand Warlock Nethekurse|Nethekurse]]
 
  +
|<youtube>sMXTbEVOWvs</youtube>
|Grand Warlock
 
|Killable
 
|[[The Shattered Halls]], [[Hellfire Citadel]]
 
|-
 
|{{Horde}}{{RaceIcon|Mag'har|Female|Small}} [[Rulkan]]
 
|
 
|Deceased
 
|Unknown
 
|-
 
|{{Horde}}{{RaceIconExt|Wolf|Small}} [[Skychaser (wolf)|Skychaser]]
 
|Mount of [[Ner'zhul]]
 
|Unknown
 
|Unknown
 
|-
 
|{{Combat Icon Small}}{{RaceIconExt|Teron|Small}} [[Teron Gorefiend]]
 
|Leader (last)
 
|Killable
 
|[[Gorefiend's Vigil]], [[Black Temple]]
 
 
|}
 
|}
   
==Types==
+
==See also==
  +
*[[Death Knight builds]]
<div style="float: left; width: 30%;">
 
  +
*[[Death knight organizations]]
*[[Shadowmoon Acolyte]]
 
  +
*[[List of death knights]]
*[[Shadowmoon Blood Mage]]
 
*[[Shadowmoon Champion]]
+
*[[Death Knoob]]
*[[Shadowmoon Chosen]]
 
*[[Shadowmoon Darkcaster]]
 
*[[Shadowmoon Darkweaver]]
 
*[[Shadowmoon Deathshaper]]
 
*[[Shadowmoon Fallen]]
 
*[[Shadowmoon Grunt]]
 
*[[Shadowmoon Harbinger]]
 
*[[Shadowmoon Peon]]
 
*[[Shadowmoon Reaver]]
 
</div><div style="float: left; width: 30%;">
 
*[[Shadowmoon Retainer]]
 
*[[Shadowmoon Scout]]
 
*[[Shadowmoon Soldier]]
 
*[[Shadowmoon Soulstealer]]
 
*[[Shadowmoon Summoner]]
 
*[[Shadowmoon Technician]]
 
*[[Shadowmoon Valley Flame Keeper]]
 
*[[Shadowmoon Valley Flame Warden]]
 
*[[Shadowmoon Warlock]]
 
*[[Shadowmoon Weapon Master]]
 
*[[Shadowmoon Zealot]]
 
</div>
 
<br style="clear: both;" />
 
   
==References==
+
== Patch changes ==
  +
* {{Patch 3.0.8|note=All multi-[[rune]] abilities generate 15 [[runic power]].}}
  +
  +
== References ==
 
{{reflist}}
 
{{reflist}}
{{Orc Clans}}
 
   
  +
==External links==
[[Category:Orc clans]]
 
  +
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
[[Category:Shadowmoon clan| ]]
 
  +
Links that do not conform to the rules will be DELETED.
[[Category:Horde Player's Guide]]
 
  +
Repeat violations may result in a BAN.
  +
Have a nice day. :) -->
  +
{{Elink|type=wowus|site=Offical Wrath of the Lich King site|link=http://www.worldofwarcraft.com/wrath/features.xml|desc=Features - Death knight news, information, and more (US)}}
  +
:{{elink|type=wowus|site=Offical Wrath of the Lich King site|link=http://www.worldofwarcraft.com/wrath/features/deathknight/gameplay.xml|desc=Death knight class Information}}
  +
:{{elink|type=wowus|site=Offical Wrath of the Lich King site|link=http://www.worldofwarcraft.com/wrath/features/deathknight/interview.xml|desc=Death knight Interview (Design team: Q&amp;A)}}
  +
:{{elink|type=wowus|site=Offical Wrath of the Lich King site|link=http://www.worldofwarcraft.com/wrath/features/deathknight/lore.xml|desc=Death knight lore (Shadows of Justice, Champions of the Lich King)}}
  +
  +
{{Elink|site=Death Knight Tactics|link=http://www.deathknighttactics.com/|desc=Tips and Tricks For the Best Class in WoW. - Back in Action}}
  +
{{Elink|site=The Ebon Hold|link=http://www.theebonhold.com/|desc=The Ebon Hold. Death Knight focused forums and news.}}
  +
{{Elink|site=Death Knight Guide|link=http://www.levelingdeathknight.com/|desc=Top Death Knight Leveling Guide.}}
  +
{{Elink|site=Deathknight.info|link=http://deathknight.info/forum/index.php|desc=the most active DK-only forums.}}
  +
{{Elink|site=pwnwear.com|link=http://pwnwear.com|desc=DK tanking blog with specs and analysis}}
  +
{{Elink|site=Elitist Jerks|link=http://elitistjerks.com/f72/|desc=the dominant theorycraft sites' DK forums.}}
  +
  +
  +
{{Classfooter|Death knight}}
  +
{{Warcraft RPG classes}}
  +
{{WoW RPG classes}}
  +
  +
[[Category:Death knights| ]]
  +
[[Category:Hero classes]]
  +
[[Category:Prestige classes]]
  +
[[Category:Wrath of the Lich King]]
  +
[[Category:WoW classes]]
  +
[[Category:Scourge]]
   
[[fr:Clan Ombrelune]]
+
[[da:Death Knight]]
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[[es:Caballero de la muerte]]
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[[fr:Chevalier de la Mort]]
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[[nl:Death Knight]]
  +
[[pl:Death Knight]]

Revision as of 19:44, 30 April 2011


Classes Deathknight Demon hunter Druid Evoker Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
Class races DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Quests DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Abilities DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Trainers DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Armor sets DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Useful macros DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Class Halls DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
This article is about the hero class in World of Warcraft: Wrath of the Lich King. For other uses, see Death knight (disambiguation).
"DK" redirects here. For the old PvP mechanic, see Dishonorable Kill.
Swagdog Custom T-shirt Death Knight Class Icon

New Class Icon

Blizzard's original death knight concept was that of an undead spellcaster unit which made its initial appearance in Warcraft II: Tides of Darkness.[1] This death knight could be more accurately described as a horseback-mounted lich rather than the traditional undead warrior. Years later, Blizzard introduced a new death knight hero unit in Warcraft III: Reign of Chaos, and this second rendition was revised to reflect the general characteristics of the more traditional death knight design.[2] To understand the key differences between these two different generations of death knight, see the "Lore" section located further down this page. The death knight was later adapted as a prestige class within the Warcraft RPG and they were former paladin warriors.[3] It is the Warcraft III version of the death knight that became the first hero class in World of Warcraft and was introduced in the World of Warcraft: Wrath of the Lich King expansion.

Talents

Main article: Death knight talents

Death knight talents are split into 3 trees, orginally each of them were fully capable of supporting either a tanking or DPS melee role, however that is no longer the case:

  • Blood: Tanking Tree. This tree primarily amplifies the death knight's melee spells, weapons, and abilities; and has a prominent health-regeneration theme
  • Frost: This tree has many control elements, with a strong critical-strike/bonus-damage theme, as well as several talents that improve physical-damage mitigation.
  • Unholy: This tree has a heavy focus on diseases and related abilities, as well as improving summoned minions. Also has AoE, spell damage shielding, and mobility-improvement sub-themes.

Lore

Death knight is a name shared by several organizations of powerful necromancers. These orders share a few things in common, including riding horses with horned skulls and many of the same abilities. Playable death knights, however, are specifically death knights of the Scourge.

Immortal Soldiers of the Horde

Deathknight2

Death Knight by Red Knuckle.

Dwarf death knight

Dwarf death knight

File:Deathknight-fromofficialsite.jpg

Human death knight

Deathknighttrailer

Death knight as depicted in a teaser (very early concept).

Main article: Death knight (Warcraft II)

The original death knights were created for Orgrim Doomhammer by Gul'dan as powerful soldiers of the Horde. These death knights were created by placing the souls of the slain warlocks of the Shadow Council into the corpses of fallen Stormwind knights, the first of whom was Teron Gorefiend. Unlike modern death knights of the Scourge, these ghoulish fiends were not battle hardened warriors; they were insidious necromancers who possessed superior intellect and tremendous magical power. They often favored the use of terror tactics and reanimated the corpses of enemy soldiers who fell in battle to serve them as mindless undead minions.

Most of these death knights were destroyed during and after the Second War, either killed by the Alliance or transformed into liches by Kil'jaeden.

Champions of the Lich King

Years after the destruction of Draenor, the immensely powerful Lich King created a new breed of death knights: malevolent, rune-wielding warriors of the Scourge. The first and greatest of these was the Lich King's chosen champion, Prince Arthas Menethil, once a mighty paladin of the Silver Hand, who sacrificed his soul to claim the runeblade Frostmourne in a desperate bid to save his people. The rest are primarily made up of other fallen paladins whose souls were twisted and bound to the will of the Frozen Throne [2].

Unlike Gul'dan's death knights, these dark champions do not possess free will and their minds are inexorably entwined with and dominated by the Lich King's vast consciousness. Despite the heavy costs of free will, some powerful mortals are intrigued by the promise of immortality and pledge their souls freely into the Lich King's service to achieve it. (Baron Rivendare is an example of this).

In the years since Arthas shattered the Frozen Throne and merged with the Lich King, the power and fury of the death knights has only grown. Now these unrelenting crusaders of the damned eagerly await the Lich King's command to unleash their fury on Azeroth once again. Unlike death knights of the Old Horde, the Scourge's death knights are not limited to their use of ranged spell casting abilities. However, both generations are equally destructive and terrifying to engage in the field of battle.[4]

The Ebon Blade

A new group of death knights, the Death knights of Acherus, was later created by the Lich King to garrison the necropolis of Acherus: The Ebon Hold for the ultimate purpose of assaulting Light's Hope Chapel and destroying the Argent Dawn. In the Wrath of the Lich King expansion, these death knights are freed from the will of the Lich King and ally themselves with their former factions. Working closely under the guiding blade of Highlord Darion Mograine and the bolstered Argent Crusade, the newly-freed death knights have begun their march to Northrend.

The Knights of the Ebon Blade is a faction consisting of the renegade death knights that broke free of the Lich King's control after the battle of Light's Hope Chapel (in other words, player-created death knights). Led by Highlord Darion Mograine, the Knights of the Ebon Blade have allied themselves with the Alliance and the Horde with the help of Highlord Tirion Fordring of the Knights of the Silver Hand, and have pledged to do their part in defeating their former master, the Lich King. Their main base is Acherus: The Ebon Hold, taken from the Scourge after breaking free. It should be noted that the Knights of the Ebon Blade are not a separate player faction such as the Alliance and Horde. For the purposes of gameplay, player-created death knights still belong to either the Alliance or Horde depending on their race.

Notable death knights

Horde

Scourge

Ebon Blade

Hero Class Overview

Death knights in Wrath of the Lich King are a new class mirroring their previous incarnations. While boasting powerful melee abilities, as well as plate armor, these warriors supplement their strength with dark magic. Calling upon a rune system of magic, the death knight may summon unholy, blood, and frost spells. The criterion for creating a death knight is the existence of a level 55+ character on the player's account on any realm[5].

Unlocking your death knight

Main article: Starting a death knight

The death knight is the first hero class in World of Warcraft. The death knight will start at level 55 in Acherus: The Ebon Hold over the Eastern Plaguelands, with multiple spells and abilities ready to use, and a set of uncommon gear. When you leave Ebon Hold, you will have a full set of rare gear ready for Outland. Through the death knight-specific quests in this necropolis and the surrounding areas, the character learns to master the power of the death knight and learns to use this new power for the will of the Lich King. Quests will take them outside the necropolis and into an area within the Scarlet Enclave.

Players can create one death knight per realm, so long as they have a level 55 character already and the Wrath of the Lich King on their account. There are no racial limitations for creating your death knight.

The Rune System

Runes1

Runes as shown at BlizzCon 2007 (outdated).

Betaframe

Early beta frame removed due to pet difficulties (outdated).

Death Knight portrait with runes

The final frame art used since WotLK public release.

The death knight uses a unique rune-based resource system to govern his/her spells and abilities. Three rune types exist: blood, frost, and unholy, each with an attached color and symbol. Using certain abilities exhausts one or more runes, starting a cooldown of 10 seconds. When both runes of a particular type are used, the second rune does not begin its cooldown until the first one finishes. The death knight can use spells to turn a rune into a Death Rune, which can be used as a blood, frost, or unholy rune. In addition, whenever the death knight uses a rune ability against a foe, it builds up a certain amount of Runic Power. This Runic Power is only used by a few abilities.[6] All abilities that use Runic Power use a set amount, like Death Coil. Death knights cannot reallocate the number and type of runes - they are fixed to two runes of each type.[7]

The original player frame for death knights shown at BlizzCon was changed as feedback showed it was not ideal for displaying rune power for players.

Spell deathknight frozenruneweapon [Runeforging] is a profession available only to death knights, providing permanent weapon enchants. The enchants work just like the permanent weapon enchants provided by Enchanting, but are self-only and are designed specifically to benefit the death knight class. These are independent of the rune resource system.

Character's Role

JarrodGravon

Jarrod Gravon, a worgen death knight.

In general, the death knight can be considered a hybrid melee class that combines damage dealing and tanking, somewhat akin to Warriors. They wear plate armor and are able to dual-wield or use two-handed weapons. Like druids, they tank without shields. Their tanking mechanics involve high armor and a high chance to dodge and parry a,d.[8] Death knights tanks depend on a combination of high damage abilities, in addition to high threat abilities, such as Death and Decay and Spell deathknight darkconviction [Rune Strike], to generate and hold aggro.

Like every other class, the death knight has three different talent trees that enhance certain aspects of his or her specialties. In patch 4.0.1, the Blood Tree has been defined as the tanking tree, while the Frost and Unholy trees are used for DPS. Also introduced in this patch are Mastery Bonuses; each tree has a set of unique mastery bonuses, a long with a special ability, that are only available after putting talent points in the tree and training them at your class trainer.

Blood enhances the death knight's tanking abilities and provides new abilities to use, such as Inv chest leather 13 [Bone Shield] and Spell shadow lifedrain [Vampiric Blood]. As the name suggests, the special abilities it grants through talents are based on the Blood Runes. Blood also provides healing utility to party and raids and has some very useful debuffs, such as Ability rogue vendetta [Scarlet Fever], as well as providing a raid-wide 10% attack power buff (Spell deathknight icetouch [Abomination's Might]).


Blood Mastery:

Ability Provided: Inv weapon shortblade 40 [Heart Strike]: A cleaving weapon strike.

Spell misc warsongfocus [Veteran of the Third War]: Provides expertise and stamina bonus.

Spell deathknight bloodtap [Blood Rites]: Death rune generating ability.

Vengeance: Attack power bonus based on damage received.

Blood Shield: Damage absorption shield based on damage healed by Spell deathknight butcher2 [Death Strike].


Frost enhances the dual-weapon and two-weapon DPS abilities. It provides some very powerful direct damage abilities like Spell deathknight empowerruneblade2 [Frost Strike] and Spell frost arcticwinds [Howling Blast]. Parties and Raids also benefit from this talent tree by gaining a 10% melee attack haste from Spell deathknight icytalons [Improved Icy Talons], as well as a 4% increased physical damage debuff Ability deathknight brittlebones [Brittle Bones].


Frost Mastery:

Ability Provided: Spell deathknight empowerruneblade2 [Frost Strike]: A powerful weapon strike that uses runic power.

Spell deathknight icytalons [Icy Talons]: Increases weapon speed.

Inv weapon shortblade 79 [Blood of the North]: Death rune generating ability.

Frozen Heart: Increases damage of Frost abilities.


Unholy enhances the death knight's diseases and damage over time spells. It also provides the death knight with a ghoul who is a permanent pet, a gargoyle guardian he or she can summon, and stronger diseases. Raid and party utility is granted by a 8% increased magic damage debuff Ability creature cursed 03 [Ebon Plaguebringer].


Unholy Mastery:

Ability Provided: Spell deathknight scourgestrike [Scourge Strike]: A powerful strike that causes shadow damage.

Spell shadow animatedead [Master of Ghouls]: Turns your ghoul into a pet, much like a Hunter.

Ability deathwing bloodcorruption death [Reaping]: Death Rune generating ability.

Spell shadow unholystrength [Unholy Might]: Increases your strength.

Inv sword 41 [Dreadblade]: Increases damage of Shadow abilities.

Runeforging

Main article: Runeforging
Runeforge

Runeforge

Runeforging allows the death knight to permanently enchant their weapon. These enchants act as a replacement for the stat enhancements provided by shields or ranged weapons, which death knights cannot wear.

A weapon can have an enchant from either runeforging or from Enchanting, but not both together (the runeforging enchants are always better). A player will have to be near a runeforge in order to forge a rune onto their weapon. Once a weapon has been engraved with a rune it is impossible for the rune to be removed, though it can be changed at a runeforge. Also even if it is not soulbound, once a weapon has been engraved with a rune it is impossible for that weapon to be traded.

Races

BloodChill

A worgen death knight versus a forsaken spellcaster.

Main article: Death knight races

The death knight class can be played by all races, with the following stats:

Dkcreationscreen

Death knight character creation screen.

The death knight is available to all playable races, with the notable exception of the Dracthyr. Before World of Warcraft: Shadowlands, only the races introduced prior to Mists of Pandaria could train as death knights, on any server.[9] When originally released, only one death knight could be made per server, and only if the player already had a level 55 or higher character on that server; the latter restriction was mostly lifted in patch 3.0.8, while the former was removed in patch 5.3.0. In patch 6.0.2, the restriction of having a level 55 on your account was removed. Since then, death knights can now be made on any server, no matter what level character you have on your account.

Races

As the Lich King did not discriminate when raising those who fell against him, almost any race can be a death knight.

The Cataclysm races, worgen and goblins, are also allowed to become death knights. Worgen death knights were former followers of Arugal in Silverpine Forest, whereas goblin death knights originated with the Steamwheedle Cartel.[10]

Because of their seclusion from the outside world, the pandaren were the only playable race that could not be playable death knights. However, pandaren death knights could still theoretically exist, but would be very rare.[11] The only known example of a pandaren death knight was Gravewalker Gie. Prior to the lead up to Shadowlands, allied races also could not be playable death knights.

With the ascension of Bolvar Fordragon as the Lich King, and in the events leading up to Shadowlands, all races including pandaren and allied races can be playable death knights, except for the Dracthyr. These death knights have a different starting experience from those death knights raised by Arthas.

Alliance Crest Alliance

Draenei

Evaax, Herald of Death TCG

Evaax, Herald of Death, a draenei death knight.

See also: Draenei (playable)#Racial traits

Draenei are likely the most religious, orthodox and faithful race that currently reside on Azeroth. As such, death knights are considered disgusting, abominable and unholy by most draenei. A death knight of this race may have to look elsewhere for home, as toying with undeath is reviled by draenei. However, draenei make some of the most vicious and deadly death knights. With the loss of the Holy Light, the one thing that draenei all share, they may develop a disregard for geniality or mercy. A caring but strong race with all mercy removed creates a deadly and intimidating presence on any battlefield, and draenei death knights are a force to be reckoned with.

Dwarf

Brumdor Dreadforge TCG

Brumdor Dreadforge, a dwarven death knight.

See also: Dwarf (playable)#Racial traits

The views of dwarven death knights may be different depending on their clan. Ironforge dwarves regard the undead similarly to humans, as they are also followers of the Holy Light. Wildhammer dwarves have a deep connection to the earth and therefore it would be a struggle for a death knight of this race to live amongst former brethren. Dark Iron dwarves would likely be the most accepting, as their culture revolves around sorcery and using what they have to fight, and death knights may feel more welcome in this society. Much like humans, the Lich King valued dwarves for their stoic nature and high body strength.

Gnome

Corruptor Mimi Whippleshade TCG

Corruptor Mimi Whippleshade, a gnome death knight.

See also: Gnome (playable)#Racial traits

Although not considered a race of raw strength or might, becoming a death knight for a gnome may be just another adventure or experiment much like blowing up a Horde encampment. The gaining of unholy strength also augments the strength of gnomes, allowing them to be lethal and still incredibly agile. This added strength, the gnome archetypal insanity and a wanton disregard for safety make the gnome death knight just as deadly as any other race. Do not underestimate them.

Human

Thassarian TCG

Thassarian, a famous human death knight.

See also: Human (playable)#Racial traits

Many of the human death knights were holy crusaders or veteran soldiers of human kingdoms that fell in battle in their war to end the profanity of the Scourge. The Lich King raised these fallen champions in undeath as death knights to serve him. Humans are one of the most adaptable races, being proficient in magic and combat. Human society has a foundation in the Holy Light, and having that taken away could be problematic. Nevertheless, humanity has a history of sympathy when it comes to extreme circumstances and as such would be willing to accept death knights into their ranks as they would any other profession. However, one must remember the revilement and hate some highly orthodox followers of the light may have against death knights, as the hatred for Arthas and the Scourge runs deep in human society.

Warcraft III

When the paladin ranks were disbanded during the Third War by the failing Alliance, many of these human holy warriors traveled to the quarantined lands to ease the suffering of those left within the plague-ridden colonies. Though the paladins were immune to disease of any kind, they were persecuted by the general populace who believed that they had been infected by the foul plague. A small band of paladins, embittered by society's cruelty, traveled north to find the plague's source. These renegade paladins succumbed to bitter hatred over the course of their grueling quest. When they finally reached Ner'zhul's icy fortress in Northrend they had become dark and brooding. The Lich King offered them untold power in exchange for their services and loyalty. The weary, vengeful warriors accepted his dark pact, and although they retained their humanity, their twisted souls were bound to his evil will for all time. Bestowed with black, vampiric Runeblades and shadowy steeds, death knights serve as the Scourge's mightiest generals.[2]

Night elf

Barathex TCG

Barathex, Undeath's Hand, a night elf death knight.

See also: Night elf (playable)#Racial traits

Due to a connection to the natural world, it may be hard for a night elf death knight to wander near their brethren without challenge or dismay. Nevertheless, night elf death knights are agile, unfaltering and beautiful to behold. Their severance from the natural world may drive night elves to become more bloodthirsty when turned to undeath, easily striking fear into the bravest of warriors. Grace combined with unholy magic makes night elves one of the most unpredictable and persistent races to fall to undeath.

Worgen

Worgen death knight by stephencrowe-d3g52m7

Dominic Kandor, a worgen death knight.

See also: Worgen (playable)#Racial traits

A bloodthirsty, savage, intelligent and lethal race, the worgen who were raised from Arugal's dead are an intimidating presence to behold. With the strength of wolves combined with unholy and frost magic, worgen are augmented beyond what some mortals could hope to achieve. Unlike Gilneas City worgen, those who were raised from Arugal's batch are likely to be more bloodthirsty and potentially reckless. As such, they are a danger to behold on the battlefield and in a frenzy, even allies may want to keep their distance.

Horde Crest Horde

Blood elf

Koltira Deathweaver TCG

Koltira Deathweaver, a famous blood elf death knight.

See also: Blood elf (playable)#Racial Traits

With everything the blood elves have suffered through in the past, it was inevitable that the grimmest of the death knights would come from their ranks. Their nature and the grim mark that the Scourge left upon their lands instantly make them a target of spite from their own kin, and the loss of the Light from even the rejuvenated Sunwell has turned many into little more than hollow shells. Turning away from everything they once held dear and fought for in life, many seek only the companionship of their fellow Knights of the Ebon Blade, regardless of what race they herald from.

Goblin

Zarixx, Herald of Death TCG

Zarixx, Herald of Death, a goblin death knight.

See also: Goblin (playable)#Racial Traits

Hailing from the Steamwheedle Cartel rather than the Bilgewater Cartel, goblin death knights are just as likely to go their own way as they are to join the Horde with the other death knights for safety in numbers. As with gnomes, their short stature makes them an odd choice, but with even less regard for safety and caution than gnomes, backed by unholy strength they are a force of destruction to be reckoned with. Though likely dismayed or even disgusted by what happened to them, many goblins may come to consider the state something of a boon, with their new powers opening new avenues for gathering all kinds of wealth.

Orc

Conqueror Kagon Blackskull TCG

Conqueror Kagon Blackskull, an orc death knight.

See also: Orc (playable)#Racial Traits

From the orcs came the first death knights. These soldiers of darkness were originally created by Gul'dan to replace the slaughtered Warlock clans during the Second War. Assembled from the corpses of the Knights of Azeroth slain in the last battles of the First War, these abominations were then instilled with the ethereal essence of the Shadow Council, and further empowered with magical energies culled from the slain Necrolytes.[12]

Though the powers associated with these knights of death has changed over time, the orcs have not forgotten that black mark on their history. The Lich King is making use of orcish death knights once again by forcibly raising fallen orcs into death knights of the Scourge. As with warlocks, they are tolerated but never truly accepted into orcish society, and watched with wary gazes by all they pass. The orc death knights themselves, however, have not lost all traces of what they once were, and many seek the honorable death stolen from them by the Lich King. They remain loyal to their people and to the Horde against all odds and seek to aid both with the dark powers seeping through their undead bodies.

Tauren

Dk tauren

Asoren Darksnout, a tauren death knight.

See also: Tauren (playable)#Racial Traits

Much like the night elves, a tauren death knight may find it difficult to return to their living kin due to their condition's separation from the natural world. Though there are some who would accept them in their new condition, many, especially in the druid circles, revile them. Even so, tauren death knights have displayed the ability to remain compassionate and caring for the living in spite of their condition, though many more fall to the darkness in their dead souls and the violence that comes with it. Because of their powerful stature, they are among the strongest of the death knights.

Troll

Vuza'jin TCG

Vuza'jin, a troll death knight.

See also: Troll (playable)#Racial Traits

The Darkspear tribe has a deep reverence for their dead, and Bwonsamdi (or Samedi) is known to have a deep hatred for the undead he sees as abominable. Because of this, troll death knights are likely to find no comfort with their old kin, and may be driven deeper into the Ebon Blade or even to the Forsaken in the search for some kind of companionship. The troll death knights themselves may agree with their living kin, or they may see their return to the world in undeath as a sign of some greater mission bestowed to them by their loa gods.

Undead

Ghoulmaster Kalisa TCG

Ghoulmaster Kalisa, an undead death knight.

See also: Undead (playable)#Racial Traits

No strangers to undeath, those Forsaken turned into death knights may exhibit no changes in attitude and personality; they were damned before, they are damned still. Alternatively, a second brush with death and raising from it may have killed off whatever remained of the humanity within the Forsaken individual and they may be even more reclusive and emotionally dead than the typical member of their race. As a whole, the Forsaken tend to be more accepting, though not sympathetic, towards their brothers in death, and this may extend to even those death knights of other races.

Other death knight races

Pandaren death knights

Since the Fourth War, pandaren death knight sightings have been rising. Before then, there was at least one pandaren death knight, Gravewalker Gie. She was likely a wandering explorer who got caught up in the war in the Plaguelands.

Vrykul death knights

The Lich King also raised vrykul, such as Baelok.

Starting attributes

Strength Stamina Health
Alliance Alliance IconSmall DraeneiDeathKnight MaleIconSmall DraeneiDeathKnight Female Draenei Wrath-Logo-Small 31 38 266
IconSmall DwarfDeathKnight MaleIconSmall DwarfDeathKnight Female Dwarf Wrath-Logo-Small 31 37 259
IconSmall GnomeDeathKnight MaleIconSmall GnomeDeathKnight Female Gnome Wrath-Logo-Small 26 35 245
IconSmall HumanDeathKnight MaleIconSmall HumanDeathKnight Female Human Wrath-Logo-Small 29 36 252
IconSmall NightElfDeathKnight MaleIconSmall NightElfDeathKnight Female Night elf Wrath-Logo-Small 27 36 252
IconSmall WorgenDeathKnight MaleIconSmall WorgenDeathKnight Female Worgen Cataclysm 31 36 252
IconSmall VoidElfDeathKnight MaleIconSmall VoidElfDeathKnight Female Void elf Shadowlands 30 40 320
IconSmall LightforgedDeathKnight MaleIconSmall LightforgedDeathKnight Female Lightforged Shadowlands 33 41 328
IconSmall DarkIronDeathKnight MaleIconSmall DarkIronDeathKnight Female Dark Iron Shadowlands 35 41 328
IconSmall KulTiranDeathKnight MaleIconSmall KulTiranDeathKnight Female Kul Tiran Shadowlands 34 42 336
IconSmall MechagnomeDeathKnight MaleIconSmall MechagnomeDeathKnight Female Mechagnome Shadowlands 31 39 312
Neutral Neutral IconSmall PandarenDeathKnight MaleIconSmall PandarenDeathKnight Female Pandaren Shadowlands 33 42 336
Horde Horde IconSmall BloodElfDeathKnight MaleIconSmall BloodElfDeathKnight Female Blood elf Wrath-Logo-Small 26 36 252
IconSmall GoblinDeathKnight MaleIconSmall GoblinDeathKnight Female Goblin Cataclysm 26 35 245
IconSmall OrcDeathKnight MaleIconSmall OrcDeathKnight Female Orc Wrath-Logo-Small 32 37 259
IconSmall TaurenDeathKnight MaleIconSmall TaurenDeathKnight Female Tauren Wrath-Logo-Small 31 40 280
IconSmall TrollDeathKnight MaleIconSmall TrollDeathKnight Female Troll Wrath-Logo-Small 30 36 252
IconSmall ForsakenDeathKnight MaleIconSmall ForsakenDeathKnight Female Undead Wrath-Logo-Small 31 37 259
IconSmall NightborneDeathKnight MaleIconSmall NightborneDeathKnight Female Nightborne Shadowlands 31 39 312
IconSmall HighmountainDeathKnight MaleIconSmall HighmountainDeathKnight Female Highmountain Shadowlands 34 42 336
IconSmall Mag'harDeathKnight MaleIconSmall Mag'harDeathKnight Female Mag'har Shadowlands 36 41 328
IconSmall ZandalariDeathKnight MaleIconSmall ZandalariDeathKnight Female Zandalari Shadowlands 34 40 320
IconSmall VulperaDeathKnight MaleIconSmall VulperaDeathKnight Female Vulpera Shadowlands 30 39 312

 † The attributes are reflected base on their starting level. Allied races and the pandaren start at level 10 while the core races start at level 8.

References

 
  1. ^ Death Knight. Blizzard Entertainment Blizzard. Retrieved on 2009-06-20.
  2. ^ a b c Death Knight. Blizzard Entertainment Warcraft III. Retrieved on 2009-06-20. Cite error: Invalid <ref> tag; name "warcraftIII" defined multiple times with different content
  3. ^ Metzen, Chris; Bob Fitch, Luke Johnson, Seth Johnson, Mur Lafferty, James Maliszewski. Alliance & Horde Compendium, 24. ISBN 9781588460639. 
  4. ^ Death Knight Lore. Blizzard Entertainment Blizzard. Retrieved on 2009-06-20.
  5. ^ http://www.worldofwarcraft.com/wrath/features/deathknight/gameplay.xml
  6. ^ Cody Bye 2008-05-09. World of Warcraft: An In-Depth Look at the death knight. Ten Ton Hammer.
  7. ^ http://forums.worldofwarcraft.com/thread.html?topicId=8202574912&pageNo=1&sid=2000#10
  8. ^ Gerald Villoria 2008-05-09. Enter the Death Knight. GameSpy. Retrieved on 2009-06-20.
  9. ^ Death Knight - Game - World of Warcraft. World of Warcraft Community Site. Retrieved on 2011-10-01.
  10. ^ N Death Knight [8-30] A Special Surprise
  11. ^ Dave Kosak on Twitter - "In theory a wandering Pandaren may've been caught by scourge and DK'd, but s/he'd be very rare."
  12. ^ Warcraft II: Tides of Darkness manual, Ground Units of the Orcish Horde, Death Knight

Cataclysm changes Cataclysm

Tanking as blood

Death Knights will tank as Blood in Cataclysm | 2010-04-06 21:45 | Blizzard Entertainment Ghostcrawler

We're doing our Cataclysm preview on the death knight changes later this week, but we knew one change risked overshadowing all the others, so we figured we'd go ahead and drop the proverbial Blood bomb today.

In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.

We’ll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.

Why the about face? We actually thought the “tri tank” experiment worked out okay. We suspected there would always be a “best” tanking tree, because that’s the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.

A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it’s safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).

It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn’t focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, “I look at the Protection tree and I’m jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents.” Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.

In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.

This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.

More exciting death knight news coming up soon in the preview.

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General preview

Cataclysm Class Preview: Death Knight |  Blizzard Entertainment Zarhym

World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. In this preview, you'll get a glimpse at some of the new abilities, spells, and talents in store for the death knight class, along with an early look at some improvements we plan to make to the rune resource system.

New Death Knight Abilities

Outbreak (death knight ability) (level 81)
Outbreak infects the target with both Spell deathknight frostfever [Frost Fever] and Spell deathknight bloodplague [Blood Plague] at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.
Inv axe 96 [Necrotic Strike] (level 83)
Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.
This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.
Spell holy consumemagic [Dark Simulacrum] (level 85)
The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Ability warrior shieldreflection [Spell Reflection], Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.

Rune System Changes

While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.

  • In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
  • A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.
  • Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.
  • The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each.
  • As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.

Talent Changes

Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform.

  • One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.
  • Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
  • Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Spell shadow lifedrain [Vampiric Blood] and Achievement boss kelthuzad 01 [Will of the Necropolis] remain, while Inv chest leather 13 [Bone Shield] will move over from Unholy.

Mastery Passive Talent Tree Bonuses

Blood
  1. Damage reduction
  2. Vengeance
  3. Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
Frost
  1. Melee damage
  2. Melee Haste
  3. Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.
Unholy
  1. Melee damage
  2. Melee and spell critical damage
  3. Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.
Vengeance
This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.

You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

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Concept artwork

Videos

New abilities and talents preview by TGN
Part 1 Part 2
DPS Rundown by TGN
Frost Unholy


Death knight intro WotLK Beta

See also

Patch changes

References

 

External links


da:Death Knight nl:Death Knight